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Showing 1 to 15 of 159 results Save | Export
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Wang, Wei-Tsong; Kartika Sari, Mega – Journal of Educational Computing Research, 2024
The designs of gamification platforms are diverse and constantly evolving. Excessive use of various game mechanisms in learning platforms can distract from the learning process. However, the fit of game mechanisms is still uncertain. Thus, this study investigates the effect of achieving fit when implementing game mechanisms on learning outcomes by…
Descriptors: Gamification, Educational Technology, Design, Cognitive Processes
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Zixi Li; Curtis J. Bonk; Chen Zhou – Interactive Technology and Smart Education, 2024
Purpose: This study aims to investigate a unique approach to learning languages through self-directed online learning. Specifically, it explores the self-management abilities and skills learners need while learning a language outside traditional classroom settings when using mobile-assisted learning technology. Design/methodology/approach: A…
Descriptors: Self Management, Independent Study, Second Language Learning, Electronic Learning
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Dahle, Reena; Rasel, Rafiul – IEEE Transactions on Education, 2016
This paper presents a series of course modules developed as a high-impact and cost-effective learning tool for modeling and simulating the microfabrication process and design of microelectromechanical systems (MEMS) devices using three-dimensional (3-D) printing. Microfabrication technology is an established fabrication technique for small and…
Descriptors: Educational Technology, Learning Modules, Electromechanical Technology, Printing
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Fragou, Olga; Mavroudi, Anna – International Journal of Technology in Education and Science, 2020
Ubiquitous computing, mobile computing and the Internet of Things (UMI) have been widely used in several application areas. To date, methods and techniques for the application of these technologies in real life situations have continued to emerge; however, their use in education settings focusing on existing practices remain largely underexplored.…
Descriptors: Computer Science Education, Educational Technology, Computer Uses in Education, Internet
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Sabiha Yeni; Nataša Grgurina; Mara Saeli; Felienne Hermans; Jos Tolboom; Erik Barendsen – Informatics in Education, 2024
There is an increasing interest in the integration of computational thinking (CT) in the K-12 curriculum. By integrating CT into other disciplines, the aim is to equip students with essential skills to navigate domain-specific challenges. This study conducts a systematic review of 108 peer-reviewed scientific papers to analyze in which K-12…
Descriptors: Interdisciplinary Approach, Mental Computation, Curriculum Implementation, Research Reports
Zhukova, Marina A.; Kilani, Hechmi; Garcia, Jessica L.; Tan, Mei; Parell, Paul D.; Hein, Sascha; Grigorenko, Elena L. – Grantee Submission, 2020
Digital media is becoming increasingly prevalent in households and classroom settings lowering the age of first exposure to technology; however, little is known about how children experience digital media and how their experiences relate to learning and social engagement. In this case study, we followed a 28-month-old boy in a naturalistic setting…
Descriptors: Handheld Devices, Computer Oriented Programs, Educational Technology, Interpersonal Relationship
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Tabor, Sharon W. – Journal of Information Technology Education: Innovations in Practice, 2016
Mobile devices are the constant companions of technology users of all ages. Studies show, how-ever, that making calls is a minimal part of our engagement with today's smart phones and that even texting has fallen off, leaving web browsing, gaming, and social media as top uses. A cross-disciplinary group of faculty at our university came together…
Descriptors: Electronic Learning, Program Implementation, Performance Factors, Student Attitudes
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An, Yunjo – International Journal of Technology in Education, 2021
This paper discusses the history of the instructional design and technology field in four major time periods: (1) 1900s-1930s, (2) World War II-1970s, (3) 1980s-1990s, and (4) 21st century. Since the 20th century has been discussed in detail in earlier works, this paper puts more focus on the 21st century section, which includes discussions of…
Descriptors: Instructional Design, Educational History, Social Media, Game Based Learning
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Lewis, Carrie L. – Contemporary Issues in Technology and Teacher Education (CITE Journal), 2015
Both preservice and in-service PK-12 teachers in the United States are expected to create a classroom environment that fosters the creation of digital citizens. However, it is unclear whether or not teacher education programs build this direct instruction, or any other method of introducing students to the International Society for Technology in…
Descriptors: Preservice Teacher Education, Preservice Teachers, Knowledge Base for Teaching, Teacher Competency Testing
Shaughnessy, Michael F.; Yan, Juchao – Educational Technology, 2015
In this regular feature of "Educational Technology," Michael F. Shaughnessy and Juchao Yan present their interview with Robert Talbert, Associate Professor, Mathematics Department, Grand Valley State University, Allendale, Michigan. Their interview centered around thirteen questions that professor Talbert provided enlightening responds…
Descriptors: Interviews, Educational Technology, Instructional Leadership, Technology Uses in Education
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Özdemir, Muzaffer – European Journal of Contemporary Education, 2016
This study investigates the relationships between the primary learning styles of students and different learning objects presented simultaneously in an online learning environment in the context of the usage levels of these objects. A total of 103 sophomores from a Turkish State University participated in the study. Felder-Solomon Index of…
Descriptors: Cognitive Style, Behavioral Objectives, Foreign Countries, Instructional Materials
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Zou, Di; Xie, Haoran; Wang, Fu Lee – Knowledge Management & E-Learning, 2018
With recent advancements in information technologies and language learning models, rapid innovations of technology-enhanced language learning have been widely witnessed by research communities and educational institutions globally. Powerful new technologies, such as social media and networks, mobile applications, wearable computing, cloud…
Descriptors: Second Language Learning, Educational Trends, Educational Research, Computer Uses in Education
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Barany, Amanda; Shah, Mamta; Foster, Aroutis – International Association for Development of the Information Society, 2017
Game-based learning researchers have emphasized the importance of teachers' game literacy and knowledge of pedagogical approaches involved in successfully adopting an instructional approach (Bell and Gresalfi, 2017). In this paper, we describe findings from an online resource that teachers used to generate a repository of games for use both during…
Descriptors: Educational Games, Educational Practices, Educational Technology, Electronic Libraries
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Brocato, E. Deanne; White, Nathan James; Bartkus, Kenneth; Brocato, Ashley Ann – Journal of Marketing Education, 2015
Given the presumed importance of social media to marketing, along with the apparent lack of research concerning social media curriculum development, the purpose of this study is to conduct a systematic analysis of social media curriculum through the evaluation of undergraduate course syllabi in the United States. This research is intended to…
Descriptors: Social Networks, Mass Media, Marketing, Curriculum Development
Lewis, Carrie L. – ProQuest LLC, 2013
With the unveiling of the National Educational Technology Plan 2010, both preservice and inservice K12 teachers in the United States are expected to create a classroom environment that fosters the creation of digital citizens. However, it is unclear whether or not teacher education programs build this direct instruction, or any other method of…
Descriptors: Preservice Teachers, Preservice Teacher Education, Knowledge Base for Teaching, Teacher Competency Testing
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